A Lagomorph's Auritorium

Pony Game

Pony Game is played with any amount of players controlling PCs (Pony Characters) and a Referee controlling the rest of the world around them.

Everything has 3 stats, Body, Mind, and Heart. PCs roll 3d6 for as their starting maximum.

Whenever something is hurt, decrease one of these stats from their maximum.

Whenever anything reaches 0 in any stat, the control of it switches from Referee to Players or from Players to Referee, until one of the stats are restored.

Whenever checking Body, Mind, or Heart, roll 1d20 and add any relevant modifier (at a range of +/-3), if you roll under, resolve in the pony's favor, if not, resolve against them.

Being a Pony

Adventuring

When questioning Endurance, Crushing, Sicknesses, Reactions, Knockback, Speed, Coordination, and other Physical Strains, check Body.

When questioning Magic, Social Situations, Observations, Multitasking, Darkness, Studies, Navigating, and other Mental Strains, check Mind.

When questioning Wills, Worship, Creativity, Compassion, Unmet Needs, Fate, and other Personal Strains, check Heart.

When something can answer itself when questioning any of the above, nothing needs to be checked.

The Currency of most ponies is Bits, though gems and jewels can work in a pinch. PCs start with 3d6x10 bits.

Attacking

Hind legs deal 1d4 against a Body, and can be avoided by questioning Endurance or Reactions.
Words deal 1d4 against a Mind, and can be avoided by questioning Social Situations and Observations.
Friendships deal 1d4 against a Heart, and can be avoided by questioning Will or Compassion.

Bucking something open takes a 1in6 chance.

Whenever one thing attacks another, the other may attack back.

Weapons

All weapons deal damage against a Body unless specified.

Weapons are typically held in the mouth, and only one can be wielded at a time. Holding with hooves questions Coordination.

Daggers cost 10 bits and deal 1d4, question Observation for an additional 1d4.

Swords cost 45 bits and deal 1d6.

Hammers cost 30 bits and deal 1d4, question Crushing to also cause 1d4 damage to a Mind.

Ranged weapons cost 120 bits and allow a pony to deal 1d4 at a distance after questioning Observations and Reactions.

Ammo costs 30 bits for 30 rounds.

Equipment

Armor grants bonuses to Endurance attack questions.

Leather Armor costs 30 bits at +2.

Metal Armor costs 100 bits at +4.

Helmets cost 30 bits at +1.

Metal Shoes cost 100 bits and increase a hind leg attack to 1d6.

Saddlebags cost 10 bits and allow ponies to carry six items at their side.

Items

Lamps cost 30 bits wielders can answer themselves when questioning Darkness

Poles cost 5 bits and allow for simple manipulation up to 10ft away.

Rope costs 5 bits for each 100ft.

All ponies need to eat each day or be subject to questioning Unmet Needs. Buying food for a day costs 20 bits.

Burdens

All types of ponies can carry physical burdens up to half their weight without breaking a sweat, burdens equal to their body weight will cause them to call Crushing into question.

There are three kinds of ponies. There are no more Alicorns in existence.

Earth Ponies

Can dig through dirt, grow plants quickly, and communicate freely with mushrooms.

May spend the whole day maintaining a garden to sustain themselves with instead of buying meals. Creating a surplus of food this way requires checking Body and Mind and Heart, each success grants at least one more day of surplus meals for later.

Can answer themselves when questioning Sicknesses, Unmet Needs, and Will.

Attack with hind legs for 1d6, increasing to a 1d8 with metal shoes. Target may need to question Knockback.

Have a 1in2 chance to buck open closed objects. Any type of lock may be forced open.

Have double the capacity for physical burdens.

Pegasus Ponies

Can fly around at twice the galloping speed of any other pony.

Can manipulate and walk on clouds and mist as if they were solid objects.

Can change the weather, air, and mists in their location by checking Body, Mind, or Heart and succeeding at least one of them. Complex and more powerful weather phenomenons will require more of them to be successes.

Can answer themselves when questioning Reactions, Knockback, or Speed.

Can attack with both their front legs and hind legs at once in a whirlwind-like fashion, at 2d4. Metal Shoes restrict their flying ability but turn this to a 2d6.

Have half the normal capacity for physical burdens, and can only wear Leather armor without losing their ability to fly.

Unicorn Ponies

Can perform Lesser Spells without checking Mind. A Unicorn Pony can maintain or cast one of these spells at a time without issue, anything more more would call their Multitasking into question.

Can cast more complex spells beyond these, though they require time to research, learn, and practice to happen consistently. Spellcasting without lots of practice will cause unintended effects.

Can answer themselves when questioning Lesser Magic, Darkness, and Observations.

Magic is tied to their horn, they may attack with it for 1d4 damage. If the horn is ever broken off, the Unicorn can no longer perform any magic.

Lesser Spells

Beam: Deal 1d4 to a Mind at a distance. Avoid by questioning Magic.
Blink: Suddenly appear within sight.
Dress: New look, New clothes, New you.
Forcefield: Impassable transparent wall.
Hold Horses: Prevent movement or jumping to conclusions.
Heal: Restore a stat by 1d4.
Light: Radiant, dispels Darkness, but lacks any celestial warmth.
Locate: Find something you know exists.
Read: Learn, Study, Decipher further spells and effects.
Telekinesis: Carry and manipulate without holding, holding many items questions Multitasking.

Special Talent:

Almost all ponies have a special mark somewhere on their body that symbolizes a special talent. This talent allows them to break any of the rules listed above in a specific context and situation.

More Talents can be gained by monumental experiences.